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In article <395B1FEF.125017A8@yahoo.com>, ryan constantine
<rco### [at] yahoocom> wrote:
> i was wondering if there are any developments that would allow the
> following procedural texture (no image maps): the "negative" shadow left
> on the wall, of a human, after a nuclear blast.
This doesn't have anything to do with the particle_system patch...I
would try using the projected_through light source patch.
> also, a mark on a surface that is wide at the start and narrows in
> the direction of "appearant travel".
This might be possible with the proximity pattern...
> that second idea would allow for more realistic placement of things
> like oil stains on an airplane, seagull poop on rocks, or other things
> that splatter, or otherwise travel as they leave their mark. of course
> your particle system may allow for the actual stain item to travel
> before it leaves the stain, but i'm looking for the stain itself.
The particles have an "elasticity" value, set it to 0 and they will
"stick" to things they collide with.
One small problem though...the particle systems environment is static,
it doesn't move during the simulation. I can try to fix that using a
similar technique as the custom_particle feature(which was based on
motion blur). I also want to be able to animate the particle emitters...
but I plan to add more emitter types and other features first.
> another example would be rust running down from a nail on an outside
> wall...
Another thing I would do with the proximity pattern and sample_weighting.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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